Total War: ROME REMASTERED

Total War: ROME REMASTERED

Rome Expanded
859 Comments
JaceX  [author] 18 Oct @ 8:29pm 
There is a religion system that only allows recruitment of certain units if that religion is at least 10% or something. Mercenaries are recruitable based on whatever the native settlement culture is (regardless of religion).

Latin factions are being outlawed? If you added the superfaction line in the descr_strat. Maybe you need to change the campaign script and remove the lines that make the latin factions protectorates of the Senate.

Also, feel free to ask these kinds of questions on Discord. I am more responsive there.
Nobutora 18 Oct @ 12:02pm 
also i have a question how do i make the latin factions to be part of the senate? the next turn they are all outlawed :S
i have been adding roman units to them :D
Nobutora 17 Oct @ 2:19am 
thanks for all the hard work!! roma invicta!
JaceX  [author] 16 Oct @ 11:31pm 
Okay, fixed up the diplomacy for Rome and Carthage again (for real for real now). Also fixed up the spawn army glitch that sometimes happened when an army was spawned on top of another army.
Fridericus 13 Oct @ 8:36am 
For a H/H Claudii player, Hannibal is just right. At M/M the money is perfect.
What helped is the many factions seeking peace, for a price naturally. That is an excellent solution to help with the building of not only an effective army but also the infrastructure of the cities. Reduces the tedious wait period for the player. Excellent!
Ligon Flarius 11 Oct @ 8:02pm 
this is exciting news, @JaceX. We thank you!
JaceX  [author] 10 Oct @ 10:37pm 
Major update that adds a lot. Review change notes for details.

-Campaign AI improved
-Battle AI improved
-SPQR/Carthage diplomacy improved (also mostly addresses the issue of them attacking their own allies when hording)
-Lots of other script changes
johnpbarnes23 8 Oct @ 7:22pm 
Hi JaceX, recently ran into something unusual. Playing as the Hannonid Carthage faction the Cornelii invaded, conquered Carthage from the Adirim (the white Carthaginian faction). The Adirim then became a horde, I in turn capture Carthage from the Cornelii. Everything seemed fine, the Adirim remained a horde, I was still receiving "senate" missions, still allied to all the other Carthaginian factions including the Adirim. Maybe 20-30 turns later however the Adirim lay siege to Iol, I was still allied to them, even as they're laying siege to my city. They ended up taking it from me, stilled allied to them and all other Carthaginian factions and still receiving missions from them even after they took my settlement. If I tried to sully out it did give me a message asking if I wanted to break my alliance with them, I wanted to remained allied with them/other Carthage factions so I just let them take it but are you familiar with this bug?
HyakkimaruHUN 7 Oct @ 10:23pm 
LM in terms of gamplay it would make sense, in terms of realism, its more accurate, as those parts are the most populated areas at that time of age, also would kill of many countries, mostly whole greece as macedonia is very weak againts the hoplites and sparta have the best advantage againts them, but so does rome againts hoplites, so once the a.i kills off macedonia rome just goes trough greece like spearmens trough cavalry, as my spartan campaign at turn 50-55, i have a very hard time conquering rome, i can't even auto resolve my 1,3k army againts 1k as the roman a.i deletes them (and yes, i am that player who goes into siege, waits for the enemy to attack, goes to the corner with his whole army, and just watch as the enemy dies, and even with this i have a hard time)

so for balancing reasons i think its good as it is
LM 7 Oct @ 5:27pm 
I like the mod, it shows the great work and effort put into it. I'd just like to suggest that some regions, like Greece, seem overcrowded due to the number of cities. I mean, the map isn't large enough for the number of cities represented. Given the vanilla-based map size, there seems to be a certain maximum number of possible settlements before it becomes overcrowded.
Fridericus 7 Oct @ 9:17am 
Hello JaceX  [author] , started the Julii M/M, as you suggested. Inccome very sufficient (Nice!), but game-play extremely easy.
JaceX  [author] 5 Oct @ 10:58pm 
@GEGEJAMES Unfortunately, all the characters that are spawned by the Hannibal event are NOT part of the Faction family. So if the faction leader dies, then the faction dies with it. I will look into adding heirs to the faction leaders. I am glad the event is more challenging though!

@Fredericus I play the mod on Normal/Normal. If that is too easy. Then H/H or VH/VH are an option, but I recommend Normal. What faction are you playing as?
Fridericus 5 Oct @ 9:21am 
I am playing H/H and practically have no initial funding while 3 different factions attacking. Is the mod balanced for H/H?
GEGEJAMES 5 Oct @ 5:41am 
Hello Jacex, I forgot to tell you... (for info of course) With ROME (green) I noticed that Hannibal's armies were much stronger and much more complicated to fight (excellent), then pleasant surprise when some of their armies took Caralis... I then noticed that this city evolved over the turns and that this faction successfully fought three other Carthaginian factions... (it was excellent) We were even able to stop the fighting, negotiate with them, even form an alliance, etc. (I like to play against the grain and make my game difficult)... and suddenly (nothing) AN ILLOLOGICAL SITUATION 191 BC this faction of Hannibal transformed for no reason into ordinary rebels, lost 50% of its forces and ranks while a governor was in Caralis and two other officers still in Italy, and finally they were exterminated in 2/3 turns (having no more force or almost) by the Carthaginians (yellow) landed in FORCE in Sardinia coming from CARTHAGE a little surprised by this finality
JaceX  [author] 4 Oct @ 11:10am 
Hi, sorry about that. If you encounter another bug or crash. Please share your save files with me.

You can find your save files at: C:\Users\*****\AppData\Local\Feral Interactive\Total War ROME REMASTERED\VFS\Local\Rome\saves

I have fixed/rescued dozens of broken saves already.
GEGEJAMES 4 Oct @ 9:29am 
Hi JaceX, thanks again for your interest, but... you see, I'm a big RTW player, and that's it. You should have explained the computer manipulations to me from A to Z... I don't know anything about computers, and unfortunately, I deleted the saved levels, realizing that my game was ruined.
JaceX  [author] 4 Oct @ 8:21am 
@GEGEJAMES Can you send me your save file so I can test it?

@Fridericus That is mainly for the AI to progress the war in Sicily. Should it be less maybe? Thanks.
GEGEJAMES 3 Oct @ 5:14pm 
Hello Jacex
Well...I don't know about the other players and if they went further...as far as I'm concerned, for my game with the BRUTI FACTION, it was impossible to go beyond the 147th turn...crash and cloud to zero...I deleted levels, saved, and played considerably differently by making contrary decisions while continuing the same game but still crashed on the 147th turn.
Fridericus 2 Oct @ 2:22pm 
Claudii H/H - the Sicily invasion is supported by 2 1/2 large unsolicited Brutii armies.
Is that necessary? 1/2 stack is sufficient since they remain largely passive and do not conquer anything.
JaceX  [author] 25 Sep @ 9:26pm 
The latest update makes the Punic Wars (including Hannibal) and Social Wars scripts more efficient. Also makes the Hannibal event more dangerous. Updated recruitment patterns for the AI a bit so that they use slightly more diverse unit makeup when moving into non-native land.

The Senate and Adirim have had their office seats reset to vanilla. Turns out the engine limits the player to holding a certain number of the lowest seats. So, by adding more seats, the player could never occupy the higher praetor/consul/censor/princeps senatus (pontifex maximus) positions. Anyway, so the Senate seats have been reset to vanilla for now.

Future short term updates will include better event spawn scripting to make them easier for the AI to handle. Also will add more units, adjust battle AI formations, and adjust how the campaign AI acts.
JaceX  [author] 24 Sep @ 10:10pm 
@GEGEJAMES I hope the patch I just released makes the Hannibal invasion a better challenge!
GEGEJAMES 21 Sep @ 12:13pm 
Hello Jace X, do you have any idea when your modifications will be implemented on Hannibal...if it's possible of course...I must admit that I don't want to lose more hours and hours of play even if I'm well aware that it's the price to pay...
JaceX  [author] 19 Sep @ 10:33pm 
@braindead I am sorry. I don't know how to do that.
braindead 19 Sep @ 10:23pm 
Please tell me how I can make 4 transitions in a year?
JaceX  [author] 19 Sep @ 7:49pm 
@Amniotic Can you join the Discord and send me your save? I have fixed several saves there.
catatonica 18 Sep @ 9:25am 
any way to fix saves???
Lost_in_The_Abyss_1992 17 Sep @ 3:40pm 
The roster was inspired by the huge diversity in Cartheginian armies whilst simultaniously trying to give each of these some kind of specialisation and respect the military evolution throughout this period
The big advantages of the Carthaginian armies should be the huge number of forces they can call upon and the massive number of specialist they can gather whilst simultaniously having acces to an array of barbarbian and civilized forces. The big disadvantages was a lack of permanent forces except during long conflicts (which should be represented by a lack of experience giving buildings...or at least only doing so later on)
to keep them from becoming to overpowered I would remove the armoured war elephant. (the vanilla Libian spearman and Punic spearman would basicaly be replaced by Thureophoroi and Thorakitai)
Lost_in_The_Abyss_1992 17 Sep @ 3:40pm 
Greek Baracks: Hoplites (TIER 2) Xantihippan Hoplites and ballista (TIER 3) onagers (TIER 4)
Iberian Baracks: iberian infantry and iberian Roundshield cavalry (TIER 2), Iberian scuttarii, longshield cavalry (?) (TIER 3) Baeleric slingers (TIER 4)
Gallic Baracks: Gallic spearman and Gallic light cavalry (TIER 3) Gallic swordsman and Noble Cavalry (TIER 4)
Temple to Baal: Sacred Band (Tier 3) Sacred Band Cavalry (TIER 4)
The idea is the baracks become available in more less chronogical order.
First Cartheginian citizens (easily available but rarely used exept in emergencies due to the cost), then African forces (for obvious reasons), Greek mercenaries and allies were quick to appear due to the sicilian wars, Iberian forces were next and became an extensive part of the armies due the conquests of the Barcas and finally the gauls.
Lost_in_The_Abyss_1992 17 Sep @ 3:40pm 
If I might make a suggestion for a revamp?

I would suggest a barrack's system based on nationality rather than type.
For example most punic forces from the governor's villa: punic militia and punic hoplites (both immediatly available with the same stats as their Greek counterparts but much higher maintenance to represent the citizen soldiers who appeared during the invasion of the Carthaginian heartland)
African troops (mainly libians and numedians) from the african barracks: Libyan skirmishers and Libian militia (TIER 1) Libian tribal spears, libian slingers, Numidian archers and Numidian horsemen (with javelins) (TIER 2) African thureophoroi (with swords or spears) and elephants (TIER 3) African Thorakitai (with swords or spears), Numidian Noble Cavalry (with javelins) and war elephants (TIER 4)
JaceX  [author] 17 Sep @ 1:48pm 
@GEGEJAMES I have reverted the changes and your old save should work. I will hold off on adding new factions until maybe next year. I have added script changes to make the Carthaginian threat longer lasting, BUT I will look into making it even more challenging if the player is Roman.

@Lost_in_The_Abyss_1992 I will look into potential unit revamps for Carthage... The problem you are running into is actually the one of the popular reasons for why Carthage struggled in drawn out wars. Their armies were primarily allied troops or mercenaries. An amalgamation of greek/italic/iberian/libyan/gallic/etc. peoples who did not always get along and could not easily communicate with one another. Hannibal's 15 years in Italy failed to beat Rome because the Fabian strategy starved Hannibal of supply and manpower replenishment (can't draw more Iberians into the Iberian army if you aren't in Iberia).

PLEASE JOIN OUR DISCORD.
Lost_in_The_Abyss_1992 17 Sep @ 11:44am 
would it be possible to add iberian scuttarii to the carthaginian regular roster?
at this point their regular infantry is quite frankly to weak. iberian infantry is too fragile and libian spearmen give a good effort but they can barely hold hastati off, let alone principes.
I know that technically you can recruit their mercenary variant all over iberia, but I am someone who likes to see unit-numbers topped off before a campaign so having the possibility to retrain them (outside of Iberia) would be greatly appreciated
GEGEJAMES 17 Sep @ 10:43am 
and if you have to add rebel units for our greatest pleasure... would you have any information on the date for the implementation of these new features so as not to lose hours of play? if it's possible of course
GEGEJAMES 17 Sep @ 10:39am 
Hello JaceX..
Indeed, I cringed at the loss of my playing time. But it would be wrong to criticize you..thanks to your time given to this game, you allow me to play with pleasure like a kid. Thanks again....
Since I have to start all over again, couldn't you consider revisiting (this very good idea) of a Hannibal in Italy, but with a real impact on the game?
His presence is short-lived (when in reality, he stayed 15 years in Italy) and he's too easy to defeat or disappears into the classic rebel units after a few turns... Couldn't you give him as much military experience as possible, as well as really solid infantry units to repel any Roman unit, and make him a real challenge for the player? This isn't a criticism, of course, just an idea.
JaceX  [author] 17 Sep @ 8:05am 
Apologies for the broken saves. I added a new faction, but forget that new factions break previous saves. I have removed that faction for now. Will release a major update in the future that includes multiple rebel factions at once instead.
Ligon Flarius 15 Sep @ 11:06am 
@Don Mosquitão, you should prolly post this on the mod's discord page. flw
Luiz Inácio 15 Sep @ 11:03am 
Just defeated a roman full stack with just 10 spartan militia and normal hoplite. only lost 300. Hard difficulty. Just standing. No strategy or exploit. Hoplites are supposed to be this strong? Or it is some kinf of greek bias?
Taas 12 Sep @ 4:28pm 
currently on 41 settlemens and no chance for power event,
Has anyone experienced it going this far?
catatonica 10 Sep @ 4:02pm 
I can't get a magistracy higher than aedile, how can I get praetor and higher? Thanks for very good mod
ZooZihz94 9 Sep @ 4:23pm 
brilliant mod i put around 80 hours into :)
JaceX  [author] 7 Sep @ 11:08pm 
No. I have not touched anything to do with the Roman Civil War.
Taas 7 Sep @ 3:53am 
Has the chance for power event been changed ?
JaceX  [author] 5 Sep @ 1:32pm 
@cfez8718 I have not included the Mauryan empire as the map does not extend that far to include them. I considered adding Indian units, but my research shows that Indian troops were never utilized by either the Seleucids or the Parthians in their western territories.
cfez8718 5 Sep @ 10:05am 
Are the Mauryan Empire in this mod also
JaceX  [author] 2 Sep @ 8:48pm 
New update fixes the crash bug that sometimes happened when capturing the final settlement of a faction that either had both the faction leader and faction heir or only the faction leader (but whose faction has no faction heir).

Latest updates also added several units to Eastern factions and a mercenary Tribal Slinger unit in germanic/celtic regions. Also added roughly 120 names for various cultures (primarily to Judea).

Thanks for reporting errors in the Discord, y'all make Rome Expanded great to work on!
JaceX  [author] 2 Sep @ 1:41pm 
@s.noel15 The Demon Hunter units are available in the Caucasian faction rosters (3 factions - Iberia/Colchis/Ardhan).
s.noel15 2 Sep @ 11:38am 
Can someone help me ? I think I did not download the new update because I cannot find anywhere the demon hunter. I have already delet this mod and downloaded it again but nothing change. If you have some advise please ...
JaceX  [author] 28 Aug @ 10:02pm 
@miller_kurt I haven't touched civil wars. If you check the vanilla files, there is no civil war "event". Can you send me your save file on the Discord? Thank you.
miller_kurt 28 Aug @ 3:46pm 
The Roman Civil War is not occurring. There does not appear to be an entry for the Civil War in either the 'descr_sm_major_events' or the 'major_events_scripts' file. The Valerian faction is taking over the world and every turn they trigger the Civil War but no combat occurs. I cannot attack them and they don't attack me. Bummer.
JaceX  [author] 20 Aug @ 9:37pm 
All, please ask questions in the Discord. I don't check Steam regularly.

@Zolton- Generals may have different code names than the displayed name. This is because the engine doesn't allow us to start a game with duplicate character names in a family. So, if you have Bob (grandfather), Bob (father), and Bob (son). Then I had to code those names as Bob, Bob_A, Bob_B, etc.
JaceX  [author] 20 Aug @ 9:34pm 
@Meik and @❟❛❟BenteBørge Can either of you send me your save game that had this freezing crash error? I already have an idea what it is, but I need to test to confirm. Find me on our Discord.